• Title/Summary/Keyword: Continuous message

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Implementation of Remote Monitoring Scenario using CDMA Short Message Service for Protected Crop Production Environment

  • Bae, Keun-Soo;Chung, Sun-Ok;Kim, Ki-Dae;Hur, Seung-Oh;Kim, Hak-Jin
    • Journal of Biosystems Engineering
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    • v.36 no.4
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    • pp.279-284
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    • 2011
  • Protected vegetable production area is greater than 26% of the total vegetable production area in Korea, and portion of protected production area is increasing for flowers and fruits. To secure stable productivity and profitability, continuous and intensive monitoring and control of protected crop production environment is critical, which is labor- and time-consuming. Failure to maintain proper environmental conditions (e.g., light, temperature, humidity) leads to significant damage to crop growth and quality, therefore farmers should visit or be present close to the production area. To overcome these problems, application of remote monitoring and control of crop production environment has been increasing. Wireless monitoring and control systems have used CDMA, internet, and smart phone communications. Levels of technology adoption are different for farmers' needs for their cropping systems. In this paper, potential of wireless remote monitoring of protected agricultural environment using CDMA SMS text messages was reported. Monitoring variables were outside weather (precipitation, wind direction and velocity, temperature, and humidity), inside ambient condition (temperature, humidity, $CO_2$ level, and light intensity), irrigation status (irrigation flow rate and pressure), and soil condition (volumetric water content and matric potential). Scenarios and data formats for environment monitoring were devised, tested, and compared. Results of this study would provide useful information for adoption of wireless remote monitoring techniques by farmers.

A Study on the Digital Animation Style - Focused on film "Ani-Matrix" - (디지털 애니메이션의 미적구조 연구 -<애니 매트릭스>를 중심으로-)

  • Lee, Jong-Han
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.121-124
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    • 2004
  • The Contemporary animation style based on technology become various within some categories and genres as recreating the importance and meaning of many formalities. According to the variation of the contemporary animation style, The computer animation that has affected on continuous development of science and its following broad-band culture takes charge of the important position in producing the contemporary visual art. On this thesis, I will research < Ani-matrix > which has 9 episode each for the different Matrix world focused on its animation style. I will analyze their forms of expression into the both aspects of esthetics viewpoint technologically and film making style traditionally regarding to the matter of reality and reemergence on a viewpoint of a realistically esthetics. Also I will analyze mutual connection among the reinterpretation for the reality, philosophical message, and animation style within < Ani-Matrix> suggested by influence of Post-modernism. Thus, I intend to prospect the formation of animation style followed by its esthetics construction and effect on computer animation of the film genre.

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Mobile Phone based Asthma Management System (이동전화를 이용한 천식질환 원격관리시스템)

  • Park, Kyung-Soon;Park, Min-Ho;Kim, Kyoung-Oak;Park, Se-Jin;Kim, Seong-Sik;Lee, In-Kwang;Lee, Hye-Ran;Kim, Kyung-Ah;Cha, Eun-Jong
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.369-378
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    • 2012
  • Asthma requires continuous long-term management with at least 5% outcome of general population as well as being the second cause of death and disability after cancer. The present study developed an efficient self management system based on the commercial mobile phone network. The spirometric test results are input to the mobile phone through the communication line connected to the portable spirometer. The doctor or the care-giver can search, identify, and review the data accumulated daily by the patient, and feedback to the patient necessary recommendations by short message and color mail services. Patient can also send an emergency call to the doctor and/or the care-giver. User interface was designed as convenient as possible for maximum efficiency of these operations. The present system provides a desired remote medical services, thus would enhance health management of chronic diseased patients.

Clock Synchronization in Wireless Embedded Applications (무선 임베디드 환경에서의 시간 동기화)

  • No, Jin-Hong;Hong, Young-Sik
    • Journal of KIISE:Information Networking
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    • v.32 no.6
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    • pp.668-675
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    • 2005
  • With the proliferation of wireless network and the advances of the embedded systems, the traditional distributed systems begin to include the wireless embedded systems. Clock synchronization in the distributed systems is one of the major issues that should be considered for diverse Purposes including synchronization, ordering, and consistency. Many clock synchronization algorithms have been proposed over the years. Since clock synchronization in wireless embedded systems should consider the low bandwidth of a network and the poor resources of a system, most traditional algorithms cannot be applied directly. We propose a clock synchronization algorithm in wireless embedded systems, extending IEEE 802.11 standard. The proposed algorithm can not only achieve high precision by loosening constraints and utilizing the characteristics of wireless broadcast but also provide continuous time synchronization by tolerating the message losses. In master/slave structure the master broadcasts the time information and the stave computes the clock skew and the drift to estimate the synchronized time of the master. The experiment results show that the achieved standard deviation by the Proposed scheme is within the bound of about 200 microseconds.

A Study on User-Centered Design for Cut-scene in Action-Adventure Games (액션어드벤쳐게임 컷신을 위한 UCD 디자인 연구)

  • Ruan, Xiaoyin;Cho, Dong-Min
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.137-146
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    • 2014
  • Recently, the games on the market are getting rich and excellent in the category of design and productions. The style and production quality of cut-scenes also have achieved a continuous development, so how to stand out from multiple designs and gain popularity always acts as a challenge to designers. However, such design strategy up to developers will be failed to judge whether or not design achievements are loved by players and thus cannot meet rapidly changing market demands on both in a quantity and quality. Therefore, this study holds that cut-scene design for video games must set out from user-centered design(UCD). According to literatures with respect to product market, we know that Market Pull imposes far more impacts on success in bringing new products to the market than the technology Push, hence players actually determines the success of a game in competitive game market. This study will help to enhance the immersion of playing game, including the interest and standing out the designer's message without distorting the original impression in the game publishing environment.

A Study on the Symbolic Recognition Structure System of Space Design of a Hotel (호텔 공간디자인의 상징적 인식구조체계에 관한 연구)

  • Kim, Jeong-Ah;Kim, Uk
    • Korean Institute of Interior Design Journal
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    • v.17 no.4
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    • pp.92-101
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    • 2008
  • A new paradigm of design lays stress on the world of metaphysical concepts, and various attempts are being made to give meaning to psychological values. Hotel is a memorable place to remind of a special moment in one's life such as travel, marriage, meeting and so on. It also contains even more symbolism than other spaces as it is the place where the most primary and private act takes place apart from one's residence. As a result, it is also possible to communicate the message which a designer intends to convey through the user's recognition in the form of various symbolic expressions in space design. The designer communicates a meaning into a space through a symbolic system and creates a mutual consensus by means of the understanding structure of "designer-space-user". The user's diverse interpretations through a symbol are based on epistemology and consist of the primary, the secondary and the tertiary recognition structure system in the aspect of their contents. The primary structure depends on sensual perception, impressive idea and transcendental recognition based on metaphysical and perceptional association. The secondary structure includes casualty, continuous deduction and rational(integral) recognition. Finally, the tertiary structure is sublimation to the transcendental mental world beyond the boundary of emotion and it is classified into fundamental recognition structure on an object and archetypical recognition structure on an ego. These characteristics can derive systematic understandings and diverse interpretations on the symbol from the space of a hotel through the frame of analysis based on the artistic form of monosemous, polysemous and multidimensional frameworks and symbols. The framework of this analysis includes all the cases, and various methods which haven't been attempted in practice are presented. Therefore this study is not just a simple analysis of space but rather it will serve as a methodological tool for design that allows for various attempts of symbolic design concepts in the recognition structure system.

Contingent Interactivity of New Media Contents: Film Re-cut and Game Modding (뉴미디어 콘텐츠의 우연적 상호작용성: 영화 리컷과 게임 모딩)

  • Kim, Mookyu
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.481-490
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    • 2019
  • The purpose of this paper is to recognize and embody the implications of the concept of interactivity. Among the many types of interactivity already proposed, this paper sheds light especially on the so-called contingent interactivity. The contingency means a condition in which a particular performance or selection of a subject is considered neither necessary nor conclusive, and also the potential for various activities of this subject. The contingent interaction comes into being when the involvements of users in dealing with a message or content are experimental or creative. The interaction does not orient toward the completion of content or the immersion to a particular reality. Rather, the results of a user's contingent performance are not the finalized content and have characteristics that lead to the continuous modification. In order to embody this meaning of contingent interactivity, the paper examined the two example, the film re-cut and game modding. In both cases, it is comprehensive that the user of these two new media activities lies in the contingent situation.

Prediction of the IGS RTS Correction using Polynomial Model at IOD Changes (IOD 변화 시점에서 다항식 모델을 사용한 IGS RTS 보정정보 예측)

  • Kim, Mingyu;Kim, Jinho;Kim, Jeongrae
    • Journal of Advanced Navigation Technology
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    • v.24 no.6
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    • pp.533-539
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    • 2020
  • Real-time service (RTS) provided by IGS provides correction for GNSS orbit and clock via internet, so it is widely used in fields that require real-time precise positioning. However, the RTS signal may be lost due to an unstable Internet environment. When signal disconnection occurs, signal prediction can be performed using polynomial models. However, the RTS changes rapidly after the GNSS navigation message issue of data (IOD) changes, so it is difficult to predict when signal loss occurs at that point. In this study, we proposed an algorithm to generate continuous RTS correction information by applying the difference in navigation trajectory according to IOD change. The use of this algorithm can improve the accuracy of RTS prediction at IOD changes. After performing optimization studies to improve RTS prediction performance, the predicted RTS trajectory information was applied to precision positioning (PPP). Compared to the conventional method, the position error is significantly reduced, and the error increase along with the signal loss interval increase is reduced.

The Trends and Prospects of Mobile Forensics Using Linear Regression

  • Choi, Sang-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.115-121
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    • 2022
  • In this paper, we analyze trends in the use of mobile forensic technology, focusing on cases where mobile forensics are used, and we predict the development of future mobile forensics technology using linear regression used in future prediction models. For the current status and outlook analysis, we extracted a total of 8 variables by analyzing 1,397 domestic and foreign mobile forensics-related cases and newspaper articles. We analyzed the prospects for each variable using the year of occurrence as an independent variable, seven variables such as text (text message usage information), communication information (cell phone communication information), Internet usage information, messenger usage information, stored files, GPS, and others as dependent variables. As a result of the analysis, among various aspects of the use of mobile devices, the use of Internet usage information, messenger usage information, and data stored in mobile devices is expected to increase. Therefore, it is expected that continuous research on technologies that can effectively extract and analyze characteristic information of mobile devices such as file systems, the Internet, and messengers will be needed As mobile devices increase performance and utilization in the future and security technology.

Development of Wireless Healthcare System for Emergency Treatment (응급상황을 대비한 무선의료관리시스템 개발)

  • Park, Sung-Chul;Moon, Byung-Hyun;Lim, Byung-Hyun;Hwang, Bum-Suk;Choi, Sang-Min
    • Journal of Korea Society of Industrial Information Systems
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    • v.14 no.5
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    • pp.125-130
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    • 2009
  • Today, the handicapped or old people require continuous care, but there are a lot of practical difficulties. In this paper, the system measuring health conditions of the handicapped or old people (pulse and temperature) is developed. If urgent health conditions occur, measurement values are delivered to doctors or close family members using SMS (Short Message Service) of cellular phone. In the developed system, Pulse rate is measured by sensing bloodstream using high luminance LED and CdS illumination sensors. Body temperature is also measured by contactless temperature sensor. Also, the measured values are transmitted to a server computer using Zigbee communications. Also, the measured values the average of measurements and the time are saved. The wireless healthcare system is designed to help the emergency for the handicapped and old people by using SMS.